Monday, February 29, 2016

UPPER DUNGEONS LEVEL THREE 24B REST IN PIECES.

24B
REST IN PIECES. The door to this room is locked and trapped; any
attempt to pick the lock will result in 4d6 electrical damage unless
it is discovered and disarmed. The key from Room 24A will
automatically disarm the trap.

The
room was once a bedroom but was converted into a laboratory of sorts.
Any bedroom furnishings are long gone, replaced by large metal boxes
and strange equipment, including a very visible and operational
Jacob's ladder. On top of six of the metal boxes there is a body
part under a glass casing. In the center of the room is a larger
metal surgical table.

The
body parts all belong to the same person, a human female. They are a
head (her black hair is teased up in a beehive style with streaks of
white a la 'Bride of Frankenstein'), a torso, two arms, and two legs.
The body parts are literally screwed into the tables, which are
feeding them a low level dose of electrical energy. If care is taken
to remove the body parts without touching the table, no harm is done.
The chance of touching the table in 5 in 6 if the person does not
specifically say they are avoiding this. If the person does indicate
they are taken care to avoid touching the table, they must roll a
1d20, and will only have accidentally touched it on a '1'.

If
the metal table is touched, the individual will receive a mild shock
for 1d3 damage and must save versus paralyzation or be rendered
immobile for one turn. Those in metal armor will save at -4 on their
rolls.

The
body parts can be reassembled, actually a simple process involving
merely screwing the pieces together. The result is a person
identical in most respects to a flesh golem.

Electra
is a special case of flesh golem, as her intelligence score, though
modest, is above the normal. Physically, her new state cannot
disguise that she was a very attractive woman. Electra, as befits
the bride of the death-obsessed Zarkov, is a rather gloomy
individual.

Electra
was Zarkov's bride, but she was poisoned by a rival spurned suitor.
Zarkov, an accomplished practitioner of magic, decided to not merely
return his love to life, but to improve her so she could not be so
easily harmed again. He turned her into a flesh golem and left her
here to slowly build up charge until he could return to reassemble
her. Circumstances got in his way and he has not been to this room
in the last three years.

Electra
will be grateful is reassembled. As a rather refined (though gloomy)
noblewoman she dislikes physical confrontation, but her new state has
made her a very effective combatant. She will prefer to stay here,
waiting for Zarkov to return to her, but if the adventurer's consent
she will give them a item to enable them to find Zarkov and let him
know that she is waiting for him.

In
the base of the metal box that held the head, there is a secret
compartment. Zarkov programmed knowledge of this into Electra's
head. She can open the door to this without being harmed. Inside
are a bag of rubies (10 worth 250 gold crescents each), a magic user
scroll with protection from normal missiles and geas,
and an amber amulet (value 2000 gold crescents) that is enchanted to
glow when it is brought within 100 feet of its twin, in the
possession of Zarkov. Electra will give all these items to the
adventurers who reassemble her, in hopes they will return Zarkov to
her.

Of
course, it would be possible to find the treasure without bothering
to reassemble Electra. All that would need to be done is to find the
secret compartment and open it without getting shocked.